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authorMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
committerMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
commit55ed12f8d1eb6887d348be03aee5573d44177ffb (patch)
tree3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/materialsystem/stdshaders/VertexLitGeneric_DetailSelfIlluminated.psh
parent* Added support for Visual C++ 2013 Express to VPC (diff)
downloadsource-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.tar.xz
source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.zip
Updated the SDK with the latest code from the TF and HL2 branches.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/VertexLitGeneric_DetailSelfIlluminated.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/VertexLitGeneric_DetailSelfIlluminated.psh44
1 files changed, 22 insertions, 22 deletions
diff --git a/mp/src/materialsystem/stdshaders/VertexLitGeneric_DetailSelfIlluminated.psh b/mp/src/materialsystem/stdshaders/VertexLitGeneric_DetailSelfIlluminated.psh
index 4b80e91b..898393ec 100644
--- a/mp/src/materialsystem/stdshaders/VertexLitGeneric_DetailSelfIlluminated.psh
+++ b/mp/src/materialsystem/stdshaders/VertexLitGeneric_DetailSelfIlluminated.psh
@@ -1,22 +1,22 @@
-; DYNAMIC: "WRITEONETODESTALPHA" "0..1"
-ps.1.1
-
-; Get the color from the texture
-tex t0
-tex t3
-
-; interpolate between illuminated + non-selfilluminated
-mul r0.rgb, t0, c3 + ; base times modulation
-mov r0.a, c3.a
-
-mul r0.rgb, v0, r0 ; Apply lighting
-mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
-
-mul_x2 r0.rgb, r0, t3 ; detail texture
-
-mul r1, t0, c1 ; Self illum * tint
-lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lighting
-
-#if WRITEONETODESTALPHA
-mov r0.a, c4 ; make alpha 255
-#endif
+; DYNAMIC: "WRITEONETODESTALPHA" "0..1"
+ps.1.1
+
+; Get the color from the texture
+tex t0
+tex t3
+
+; interpolate between illuminated + non-selfilluminated
+mul r0.rgb, t0, c3 + ; base times modulation
+mov r0.a, c3.a
+
+mul r0.rgb, v0, r0 ; Apply lighting
+mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
+
+mul_x2 r0.rgb, r0, t3 ; detail texture
+
+mul r1, t0, c1 ; Self illum * tint
+lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lighting
+
+#if WRITEONETODESTALPHA
+mov r0.a, c4 ; make alpha 255
+#endif